Building a cloud-based MOG game server

Kanwara Chanthaphram, Watcharachai Buranapinyo, Orachun Udomkasemsub, T. Achalakul
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Abstract

To help SMEs game service provider in supporting a large-scale of multi-players online games (MOGs), a distributed game server deployed in multiple zones has been widely used. Because of the demand of MOGs is dynamically changing over time, game system in some zones may experience the server overloads. Existing load balancing algorithm has been implemented to solve this problem by transferring the workload to under-loaded servers. However, in some cases, the service can still be interrupted due to the limitation in the total numbers of servers. To address this problem, we design and implement a connection scheduling method for an elastic game server system with a load balancing capability. A public cloud will be used for deployment in combination with a private cloud. The experimental server allows the continuity in supporting an increased number of clients. Our experimental results show that our distributed server system is able to reduce the response time of game playing experience with a high level of client satisfaction.
构建基于云的MOG游戏服务器
为了帮助中小企业游戏服务提供商支持大规模的多人在线游戏(mog),分布在多个区域的分布式游戏服务器已经得到了广泛的应用。由于mog的需求是随时间动态变化的,某些区域的游戏系统可能会出现服务器过载的情况。现有的负载平衡算法通过将工作负载转移到负载不足的服务器来解决这个问题。但是,在某些情况下,由于服务器总数的限制,服务仍然可能中断。为了解决这个问题,我们设计并实现了一种具有负载均衡能力的弹性游戏服务器系统的连接调度方法。公共云将用于与私有云的组合部署。实验服务器允许支持不断增加的客户端数量的连续性。实验结果表明,我们的分布式服务器系统能够在客户满意度较高的情况下减少游戏体验的响应时间。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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